List of character statistics: Difference between revisions

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[[Image:DQV_Hero_stats.png|right|border|180px]]
[[Image:DQV_Hero_stats.png|right|border|180px]]
The following is a list of measurable statistics for playable characters which may be found throughout the ''[[Dragon Quest series|Dragon Quest]]'' series. Other than normal level progression, there are [[Seeds of skill|seeds]] that can change this before then.
The following is a list of measurable statistics for playable characters which may be found throughout the ''[[Dragon Quest series|Dragon Quest]]'' series. Other than normal level progression, there are [[Seeds of skill|seeds]] that can enhance a character's capabilities.


==Hit Points==
==Hit Points==
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'''Hit Points (HP)''' determine how much health a character has remaining. All damage subtracts from this score, and if it reaches 0, the character can no longer participate in battle, and must be revived. HP can be restored via [[medicinal herb]]s, healing spells, resting at an [[inn]], etc.
'''Hit Points (HP)''' determine how much health a character has remaining. All damage subtracts from this score, and if it reaches 0, the character can no longer participate in battle, and must be revived. HP can be restored via [[medicinal herb]]s, healing spells, resting at an [[inn]], etc.


In ''[[Dragon Quest III]]'' and ''[[Dragon Quest IV|IV]]'', '''Resilience''' directly determines your character's maximum '''Hit Points'''. The more a character's '''Resilience''' score increases upon leveling, the more '''Hit Points''' a character will receive upon the next level increase.  
In ''[[Dragon Quest III]]'' and ''[[Dragon Quest IV|IV]]'', Resilience directly determines your character's maximum Hit Points. The more a character's Resilience score increases upon leveling, the more Hit Points a character will receive upon the next level increase.  
 
In all other titles the maximum HP a character has is generally determined by their level and, if applicable, vocation. [[Martial artist]]s, [[warrior]]s, and [[paladin]]s have the highest HP on average.  
In all other titles, the maximum HP a character has is generally determined by their level and (if applicable) class, with [[martial artist]]s, [[warrior]]s, and [[paladin]]s having the highest on average.  


Any character can consume a [[seed of life]] to increase their maximum HP.
Any character can consume a [[seed of life]] to increase their maximum HP.
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'''Magic Points (MP)''' determine how much mana a character can expend to cast spells. Each spell deducts from this pool at a set rate, and cannot be cast if MP is too low. Some very special spells like [[Magic Burst]] will consume '''all''' remaining MP when cast. Starting with ''[[Dragon Quest VI]]'', skills were introduced that also consumed MP.
'''Magic Points (MP)''' determine how much mana a character can expend to cast spells. Each spell deducts from this pool at a set rate, and cannot be cast if MP is too low. Some very special spells like [[Magic Burst]] will consume '''all''' remaining MP when cast. Starting with ''[[Dragon Quest VI]]'', skills were introduced that also consumed MP.


In ''Dragon Quest III'', '''Wisdom''' directly determines your character's maximum '''Magic Points''', paralleling the '''Resilience''' stat.
In all versions of ''III'', and ''IV'', Wisdom directly determines your character's maximum Magic Points, paralleling the Resilience stat. In all other titles the maximum MP a character has is determined by their level and, if applicable, vocation. Prior to ''Dragon Quest VI'', non-magical characters had no MP pools as they had no use for them, but with the addition of skills, most characters began accumulating an MP pool even if they never learned actual spells.  
 
In other titles, the maximum MP a character has is generally determined by their level and (if applicable) class. Prior to ''Dragon Quest VI'', non-magical characters had no MP pools as they had no use for them, but with the addition of skills, most characters began accumulating an MP pool even if they never learned actual spells.  


Any character can consume a [[seed of magic]] to increase their maximum MP.
Any character can consume a [[seed of magic]] to increase their maximum MP.
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Any character can consume a [[seed of strength]] to increase this attribute.
Any character can consume a [[seed of strength]] to increase this attribute.


==Agility==


'''Agility''' determines a character's priority in turns, utilizing a Gaussian Curve. Additionally, in [[Dragon Quest VI]], [[Dragon Quest VII]], and [[Dragon Quest VIII]] a character's agility will also determine their probability to dodge physical strikes. The game's programming checks the agility stat of the target before an attack is made, and if the stat surpasses a certain value then the programming checks to see if the blow lands:


''DQVI & VII''
==Resilience==
[[Image:DQIII_Agility.png|right|border|130px]]
[[Image:DQIII_Resilience.png|right|border|130px]]
If a character's agility is below 400, evasion is calculated as ''{(Agility/80)+3}/192'' for a cap of 1/24 at 400. Once a character's agility surpasses 400, evasion is calculated as ''([{(Agility-400)*6}/25]+8)/192'' for a maximum doge rate of 1/6 at 500. Factors such as vocation bonuses and the effects of spells and skill also influence dodge rates.
'''Resilience''' (''formerly localized as Vitality'') measures how durable a character is. Resilience is added to a character's equipment defense in determining how much physical damage they endure when struck.
In all versions of ''III'' and the NES & PSX versions of ''IV'' , Resilience determines a character's potential Hit Points. The maximum Hit Points at any time is between 195~205% of the character's Resilience score.


''DQVIII''
Any character can consume a [[seed of resilience]] to increase this attribute
*0~249: 1/64 chance aside from equipment bonuses. '''Note''': if a character has raised his or her Fisticuffs level to receive an increase in evasion, the default is raised to 50% before stacking with all other bonuses. The character's level must be higher than the attacking enemy's for the boost to take effect.
 
*250~499: 1/32 chance.
 
*500~749: 1/16 chance.
 
*750~989: 1/8 chance.
 
*999: 1/4 chance.
 
As such, the spell [[acceleratle]] is vitally important when battling strong foes, even slower ones.
 
In the [[Nintendo Entertainment System|NES]] versions of the first four games, as well as all versions of [[Dragon Quest III]], agility also contributes to the character's innate defence. If a character has no armour or other defencive gear equipped in these titles, then their defence will be half of their agility.


==Agility==
[[Image:DQIII_Agility.png|right|border|130px]]
'''Agility''' determines a character's priority in turns, utilizing a Gaussian Curve with simple calculations. In the [[Nintendo Entertainment System|NES]] versions of the first four games, as well as all versions of ''[[Dragon Quest III]]'', agility also contributes to the character's innate defence. If a character has no armour or other defensive gear equipped in these titles, then their defence will be half (50%) of their agility.
===''[[Dragon Quest]]''===
Turn order is strictly dependent on the enemy in the NES version, with a 100%, 50%, 37.5%, and 25% chance for them to strike first.
==={{DQ2}}===
''(Agility/2) + N'', with N being 0~255. NES version only.
==={{DQ3}}===
(Agility + 20) * (N/256), with N being a random number between 0~255.
==={{DQ4}}===
Currently unknown.
==={{DQ5}}===
SNES version is calculated as ''Agility * (75 + N * 26/256)/100'', with N being 0~255.
==={{DQ6}} & {{DQ7}}===
All versions are calculated as ''(Agility + 20) * (N/100)'', with N being 50~100.
==={{DQ8}} & {{DQ9}}===
Turn order calculation is slightly tweaked, with enemy agility directly involved in the algorithm instead of just being measured against. The chance for a character to act is ''(ally Agility)/(enemy Agility) * 50'', with the result being converted to a percentage.
==={{DQ10}}===
The tenth game operates in real time, so players can act as quickly as they can input commands. Each action has a cool down period in which the character cannot select another action.
==={{DQ11}}===
Currently unknown.
Any character can consume a [[seed of agility]] to increase this attribute.
Any character can consume a [[seed of agility]] to increase this attribute.


==Resilience==
==Wisdom==
[[Image:DQIII_Resilience.png|right|border|130px]]
[[Image:DQIII_Wisdom.png|right|border|130px]]
'''Resilience''' (''also localized as '''Vitality''''') measures how durable a character is; it is added to a character's equipment defense totals in determining how much physical damage they may endure.
'''Wisdom''' (''formerly localized as Intelligence'') measures a character's natural cognitive ability. In ''III'' & ''IV'' Wisdom determines a character's potential Magic Points, with the maximum at any time being 195~205% of the Wisdom stat. Additionally, the stat determined how quickly a character could learn a new spell: learning a spell could be delayed or expedited by up to five levels. This aspect was reduced in subsequent versions of the two games, with the influence being three levels at most.
 
In the [[Nintendo Entertainment System|NES]] titles, '''Resilience''' determines a character's potential '''Hit Points'''. The maximum '''Hit Points''' at any time is between 195~205% of your '''Resilience''' score.


Any character can consume a [[seed of resilience]] to increase this attribute.
===A.I. Efficiency===
Beginning with ''[[Dragon Quest VI]]'' wisdom decides how intelligently an A.I. controlled character will act in battle and how they react to player actions. This lucidity stacks on top of the behavioral patters set by the various battle commands such as ''Watch My Back'' and ''Show No Mercy'', and as such even melee characters benefit from being bright.


==Wisdom==
{| class="wikitable"
|-
! Wisdom !! Behavior
|-
| 1~10 || Attacks are unfocused and random.
|-
| 21~30 || Effects of weapons are taken into consideration. Focus is on weaker enemies, starting from left to right.
|-
| 31~40 || Focus is on the weakest enemy period, ignoring previous left to right sorting method.
|-
| 41~60 || Damaged enemies within a group will generally be ignored if an enemy outside the group can be defeated in a single move. 
|-
| 61~70 || Characters will always focus on the healthiest enemy in a group.
|-
| 71~100  || Characters begin to target the most dangerous enemy in an encounter, rather than the weakest.
|-
| 101~200 || Characters begin to take player action into account, altering their strategy 1/8th of the time. This acknowledgement overrides normal A.I. decision making, even if the player's action is the least intelligent choice for that turn (I.E. if the player casts [[oomph]] on the weakling magus, the magus will attack instead of casting a powerful spell).
|-
| 201~300 || Player recognition raised to 1/4th.
|-
| 301~500 || Player recognition risen to 1/3rd.
|}


'''Wisdom''' (''also localized as '''Intelligence''''') measures a character's natural cognitive ability.  
In games where Wisdom is not present, the character's level controls their A.I. efficiency.


In the [[Nintendo Entertainment System|NES]] titles, '''Wisdom''' determines a character's potential '''Magic Points'''. Your maximum '''Magic Points''' at any time is 195~205% of your '''Wisdom''' score. Additionally, the stat determined how quickly a character could learn a new spell in the 8-bit version of [[Dragon Quest IV]]. If the character's '''wisdom''' was not high enough, learning a spell could be delayed by up to five levels.
===Spell Power===
[[Image:DQIII_Wisdom.png|right|border|130px]]
Starting with ''[[Dragon Quest VIII]]'', Wisdom has also begun to effect the potency and power of spells, such as raising [[Frizz]]'s power from 10~13 to 21~24 at higher values. Each spell has it's own growth rate, with some taking up to five points of wisdom to increase in damage, and others as few as two.
In later titles, Wisdom is a curious attribute as it's function has changed greatly throughout the series. For the majority of its appearances, the Wisdom stat has controlled a character's ability to dodge harmful magic (I.E., a stat of 250 will give a character a twenty five percent chance to avoid a debilitating spell such as [[Snooze]]). Starting with ''[[Dragon Quest VIII]]'', however, Wisdom has begun to effect the potency and power of spells, such as raising [[Frizz]]'s power from 10~13 to 21~24 at higher values.


Any character can consume a [[seed of wisdom]] to increase this attribute.
Any character can consume a [[seed of wisdom]] to increase this attribute.


==Luck==
==Luck==
In all versions of [[Dragon Quest III]] and [[Dragon Quest IV]], '''Luck''' affects your character's chances of being affected by status ailments such as Snooze, Fizzle, and Dazzle. Each enemy spell has a different base accuracy that is lowered as the stat rises, being calculated as
A = ( ( MOD * [ ( 768 - 2 * LUCK ) / 2 ] ) / 256 ) If A <= 0..255, status effect will fail If A > 0..255, status effect is successful
[[Image:DQIII_Luck.png|right|border|130px]]
[[Image:DQIII_Luck.png|right|border|130px]]
[[Dazzle]] and Deceleratele have a MOD of 160, [[Sap]] 128, [[Snooze]] and [[Fizzle]] 96, [[Fuddle]] 64, [[Whack]] and [[Thwhack]] 32, and [[Kamikaze]] having a fixed rate 128, thus staying at 50% accuracy regardless of luck.
==={{DQ3}} & {{DQ4}}===
 
In all versions of ''III'' and ''IV'', Luck affects your character's chances of being affected by status ailments such as Snooze, Fizzle, and Dazzle. Each enemy spell has a different base accuracy that is lowered as the stat rises, being calculated as ''Probability(P) = (384 - LUCK) * MOD / 65536''.
In [[Dragon Quest V]] , '''Luck''' determines the accuracy of an enemy '''curse''' rather than status ailment spells.
{| class="wikitable"
|-
! MOD !! Staus ailments
|-
| 160 || [[Dazzle]], [[Deceleratle]]
|-
| 128 || [[Sap]], [[Kasap]], [[Kamikazee]] (locked)
|-
| 96 || [[Snooze]], [[Fizzle]]
|-
| 64 || [[Fuddle]]
|-
| 32 || [[Whack]], [[Thwack]]
|-
|}
==={{DQ5}}===
In ''V'' Luck determines the accuracy of an enemy '''curse''' rather than status ailment spells, with fixed accuracy rates assigned to enemy spells.


==Style==
==Style==
'''Style''' is the predecessor of the Charm attribute to be found in later games, and as such it describes a character's innate charisma and attractiveness. Style determines a character's placement in the contests such as the World Style Ranking in ''[[Dragon Quest VI]]'' and ''[[Dragon Quest VII]]''.
'''Style''' is the predecessor of the Charm attribute to be found in later games, and as such it describes a character's innate charisma and attractiveness. Style determines a character's placement in the contests such as the World Style Ranking in [[Chateau de Sass]] and the [[Excellence Grading Organisation]].


A common misconception is that style influences the [[Luminary]] vocation's ability to stun monsters. This is false, as the stun chance is based on the character's ranking in the vocation rather than any stat.
A common misconception is that style influences the [[Luminary]] vocation's ability to stun monsters. This is false, as the stun chance is based on the character's ranking in the vocation rather than any stat.


Any character can increase their style by consuming a [[Pretty betsy|pretty betsy]].
==Deftness==
==Deftness==
'''Deftness''' measures the ability of a character to steal an item from an enemy, as well as controlling how frequently a character may perform a critical hit, performing preemptive strikes on enemies, and the ability to escape from battle. It should be noted that the '''Luck''' statistic is not present in games that feature Deftness.
'''Deftness''' measures the ability of a character to steal an item from an enemy, as well as controlling how frequently a character may perform a critical hit, performing preemptive strikes on enemies, and the ability to escape from battle.  
==={{DQ9}}===
Steal rate is calculated as: [[File:Steal rate formula.PNG]]


Steal rate is calculated as:
Critical Hit rate is calculated as ''Deftness/100 + 3% (with weapon skill trait boost)''. Wearing the Critical Acclaim will add another 4%, and thus the maximum rate is 16.99% at 999 deftness.
 
==={{DQ10}}===
[[File:Steal rate formula.PNG]]
Currently unknown.
 
==={{DQ11}}===
Critical Hit rate is calculated as ''Deftness/100 + 3% (with weapon skill trait)''. Wearing the Critical Acclaim will add another 4%.
[[Erik]]'s steal rate is calculated as ''Deftness/20'', meaning that every 20 points will increase his chance for success by 1%. With his guile bonuses this brings the maximum rate to 75%.


Similarly, the critical hit rate is calculated as ''Deftness/200'', with limits the natural cap to 5%.


Any character can consume a [[seed of deftness]] to increase this attribute.
Any character can consume a [[seed of deftness]] to increase this attribute.


==Charm==
==Charm==
'''Charm''' is a measurement of a character's attractiveness. Introduced in ''[[Dragon Quest IX]]'', it is added to a character's equipment style rating in determining how often they may [[enthrall]] a monster.
'''Charm''' is a measurement of a character's attractiveness. Introduced in ''[[Dragon Quest IX]]'', it is added to a character's equipment style rating in determining how often they may enthrall a monster. Enraptured foes have a 95% chance to be stunned for 1~2 turns, and a 5% chance to become [[paralyzed]].


==Magical Mending==
==Magical Mending==
'''Magical Mending''' determines how powerful a character's healing spells will be. Introduced in ''[[Dragon Quest IX]]'', it is calculated in all healing spells, as well as certain offensive skills and spells such as Solar Flair and the [[Whack]] line.
'''Magical Mending''' determines how powerful a character's healing spells will be. Introduced in ''[[Dragon Quest IX]]'', it is calculated in all healing spells, as well as certain offensive skills and spells such as [[Solar Flair]] and the [[Whack]] line.


Any character can consume a [[seed of therapeusis]] to increase this attribute.
Any character can consume a [[seed of therapeusis]] to increase this attribute.


==Magical Might==
==Magical Might==
'''Magical Might''' determines how powerful a character's attack spells will be. Introduced in ''[[Dragon Quest IX]]'', it is calculated in all offensive magical spells, as well as magical skills such as [[Gigaslash]].
'''Magical Might''' determines how powerful a character's attack spells will be. Introduced in ''[[Dragon Quest IX]]'', it is calculated in all offensive magical spells, as well as select skills such as [[Gigaslash]], and as part of the accuracy of status spells such as fizzle.


Any character can consume a [[seed of sorcery]] to increase this attribute.
Any character can consume a [[seed of sorcery]] to increase this attribute.


==Attack==
==Derived stats==
===Attack===
'''Attack''' is used to determine how hard a character can hit with melee attacks. It is checked against the enemy's Defense in calculation of damage inflicted.
'''Attack''' is used to determine how hard a character can hit with melee attacks. It is checked against the enemy's Defense in calculation of damage inflicted.


Attack is derived from a character's strength score added to their weapon's attack rating, which is then divided by two, plus bonuses from certain accessories or traits.
Attack is derived from a character's strength stat added to their weapon's attack bonus, which is then divided by two, plus further bonuses from certain accessories or vocation traits.
 
===Defense===
'''Defense''' is the sum of a character's Resilience and Armour equipped, if any, checked against the enemy's Attack in calculations for damage. Every four points of defence reduces enemy damage by one point. It has no effect on magical or breath damage, which are dependent on spells/skills and equipment traits.
 
In the [[Nintendo Entertainment System|NES]] titles, as well as all versions of [[Dragon Quest III]], Defense is the sum of half a character's Agility and the sum of their armor's durability.
 
===Evasion===
The base chance to dodge an enemy blow in any game is always 1.5625% ({{Fraction|1|64}}). This can be further raised through equipment and vocation bonuses if available, such as the [[Dark robe]] and [[Dancer]].
 
In ''VI'', ''VII'', and ''VIII'' a character's agility will also determine their probability to dodge physical strikes. The game's programming checks the agility stat of the target before an attack is made, and if the stat surpasses a certain value then the programming checks to see if the blow lands:
 
'''Dragon Quest VI''' & '''Dragon Quest VII'''
 
If a character's agility is below 400, evasion is calculated as ''{(Agility/80)+3}/192'' for a cap of 1/24 at 400. Once a character's agility surpasses 400, evasion is calculated as  ''([{(Agility-400)*6}/25]+8)/192'' for a maximum dodge rate of 1/6 at 500. In other words, the evade chances are:
{| class="wikitable"
|-
! Agility !! Chance to evade
|-
| 1 || 1.56%
|-
| 50 || 1.89%
|-
| 100 || 2.21%
|-
| 200 || 2.86%
|-
| 300 || 3.52%
|-
| 400 || 4.17%
|-
| 401 || 4.29%
|-
| 425 || 7.29%
|-
| 450 || 10.42%
|-
| 475 || 13.54%
|-
| 500 || 16.67%
|}
*Factors such as vocation bonuses and the effects of spells and skill also influence dodge rates.


==Defense==
'''Dragon Quest VIII'''
'''Defense''' is used to determine how well a character or monster can withstand full contact melee attacks. It is checked against the enemy's Attack in calculation of damage inflicted. It has no effect on magical or breath damage.
{| class="wikitable"
|-
! Agility !! Chance to evade
|-
| 1~249 || 1.56%
|-
| 250~499 || 3.12%
|-
| 500~749 || 6.25%
|-
| 750~998 || 12.5%
|-
| 999 || 25%
|}
*Note: if a character has raised his or her Fisticuffs level to receive an increase in evasion, the default is raised to 50% before stacking with all other bonuses. The character's level must be higher than the attacking enemy's for the boost to take effect.


In the [[Nintendo Entertainment System|NES]] titles, '''Defense''' is the sum of half a character's Agility and the sum of their armor's durability.
As can be inferred, the spell [[acceleratle]] is vitally important when battling strong foes, even slower ones.


In other titles, '''Defense''' is the sum of a character's resilience and the durability of their armor.
==Trivia==
*Wisdom's relation to A.I. was not revealed through an official square-enix channel, but the November 10th, 2000 issue of ''Dengeki! Playstation magazine'' (電撃PlayStation). The issue featured an article that was a response to reader mail asking what the purpose of the stat was, and described an experiment with [[Ruff]] and healing wounded allies--the wild child would only use [[Kerplunk Dance]] when his wisdom was at 63, even if other characters were only at half health. The article went on to state that once his wisdom broke the 100 threshold and the test began again, Ruff would use [[Hustle Dance]] instead, recognizing that the greater healing power in the former skill was too costly for a non-emergency situation.


==Gallery==
==Gallery==
<center><gallery>
<center><gallery>
Image:Ragnar_Strength.png|Ragnar
Image:Ragnar_Strength.png|Ragnar (Strength)
File:Kiryl DEF.png|Kiryl (Resilience)
Image:Torneko_Luck.png|Torneko (Luck)
Image:Maya_MP.png|Maya (Magic Points)
Image:DQVI_Ashlynn_Stats.png|Ashlynn
Image:DQVI_Ashlynn_Stats.png|Ashlynn
Image:DQVI_Carver_Stats.png|Carver
Image:DQVI_Carver_Stats.png|Carver
Image:DQVI_Hero_Stats.png|DQVI Hero
Image:DQVI_Hero_Stats.png|''DQVI'' Hero
</gallery></center>
</gallery></center>
{{Series_mechanics}}
[[Category:Lists]]
[[Category:Lists]]
[[Category:Statistics|*]]
[[Category:Statistics|*]]
[[Category: Game mechanics]]
[[Category: Game mechanics]]

Revision as of 23:21, 6 July 2019

DQV Hero stats.png

The following is a list of measurable statistics for playable characters which may be found throughout the Dragon Quest series. Other than normal level progression, there are seeds that can enhance a character's capabilities.

Hit Points

DQIII HP.png

Hit Points (HP) determine how much health a character has remaining. All damage subtracts from this score, and if it reaches 0, the character can no longer participate in battle, and must be revived. HP can be restored via medicinal herbs, healing spells, resting at an inn, etc.

In Dragon Quest III and IV, Resilience directly determines your character's maximum Hit Points. The more a character's Resilience score increases upon leveling, the more Hit Points a character will receive upon the next level increase. In all other titles the maximum HP a character has is generally determined by their level and, if applicable, vocation. Martial artists, warriors, and paladins have the highest HP on average.

Any character can consume a seed of life to increase their maximum HP.

Magic Points

DQIII MP.png

Magic Points (MP) determine how much mana a character can expend to cast spells. Each spell deducts from this pool at a set rate, and cannot be cast if MP is too low. Some very special spells like Magic Burst will consume all remaining MP when cast. Starting with Dragon Quest VI, skills were introduced that also consumed MP.

In all versions of III, and IV, Wisdom directly determines your character's maximum Magic Points, paralleling the Resilience stat. In all other titles the maximum MP a character has is determined by their level and, if applicable, vocation. Prior to Dragon Quest VI, non-magical characters had no MP pools as they had no use for them, but with the addition of skills, most characters began accumulating an MP pool even if they never learned actual spells.

Any character can consume a seed of magic to increase their maximum MP.

Strength

DQIII Strength.png

Strength measures how physically strong a character is, and is added to a character's weapon bonus in determining damage inflicted upon an enemy. In later installments, some skills depend on Strength for determining damage output, ignoring if a weapon is equipped.

Any character can consume a seed of strength to increase this attribute.


Resilience

DQIII Resilience.png

Resilience (formerly localized as Vitality) measures how durable a character is. Resilience is added to a character's equipment defense in determining how much physical damage they endure when struck. In all versions of III and the NES & PSX versions of IV , Resilience determines a character's potential Hit Points. The maximum Hit Points at any time is between 195~205% of the character's Resilience score.

Any character can consume a seed of resilience to increase this attribute

Agility

DQIII Agility.png

Agility determines a character's priority in turns, utilizing a Gaussian Curve with simple calculations. In the NES versions of the first four games, as well as all versions of Dragon Quest III, agility also contributes to the character's innate defence. If a character has no armour or other defensive gear equipped in these titles, then their defence will be half (50%) of their agility.

Dragon Quest

Turn order is strictly dependent on the enemy in the NES version, with a 100%, 50%, 37.5%, and 25% chance for them to strike first.

Dragon Quest II: Luminaries of the Legendary Line

(Agility/2) + N, with N being 0~255. NES version only.

Dragon Quest III: The Seeds of Salvation

(Agility + 20) * (N/256), with N being a random number between 0~255.

Dragon Quest IV: Chapters of the Chosen

Currently unknown.

Dragon Quest V: Hand of the Heavenly Bride

SNES version is calculated as Agility * (75 + N * 26/256)/100, with N being 0~255.

Dragon Quest VI: Realms of Revelation & Dragon Quest VII: Fragments of the Forgotten Past

All versions are calculated as (Agility + 20) * (N/100), with N being 50~100.

Dragon Quest VIII: Journey of the Cursed King & Dragon Quest IX: Sentinels of the Starry Skies

Turn order calculation is slightly tweaked, with enemy agility directly involved in the algorithm instead of just being measured against. The chance for a character to act is (ally Agility)/(enemy Agility) * 50, with the result being converted to a percentage.

Dragon Quest X

The tenth game operates in real time, so players can act as quickly as they can input commands. Each action has a cool down period in which the character cannot select another action.

Dragon Quest XI: Echoes of an Elusive Age

Currently unknown.

Any character can consume a seed of agility to increase this attribute.

Wisdom

DQIII Wisdom.png

Wisdom (formerly localized as Intelligence) measures a character's natural cognitive ability. In III & IV Wisdom determines a character's potential Magic Points, with the maximum at any time being 195~205% of the Wisdom stat. Additionally, the stat determined how quickly a character could learn a new spell: learning a spell could be delayed or expedited by up to five levels. This aspect was reduced in subsequent versions of the two games, with the influence being three levels at most.

A.I. Efficiency

Beginning with Dragon Quest VI wisdom decides how intelligently an A.I. controlled character will act in battle and how they react to player actions. This lucidity stacks on top of the behavioral patters set by the various battle commands such as Watch My Back and Show No Mercy, and as such even melee characters benefit from being bright.

Wisdom Behavior
1~10 Attacks are unfocused and random.
21~30 Effects of weapons are taken into consideration. Focus is on weaker enemies, starting from left to right.
31~40 Focus is on the weakest enemy period, ignoring previous left to right sorting method.
41~60 Damaged enemies within a group will generally be ignored if an enemy outside the group can be defeated in a single move.
61~70 Characters will always focus on the healthiest enemy in a group.
71~100 Characters begin to target the most dangerous enemy in an encounter, rather than the weakest.
101~200 Characters begin to take player action into account, altering their strategy 1/8th of the time. This acknowledgement overrides normal A.I. decision making, even if the player's action is the least intelligent choice for that turn (I.E. if the player casts oomph on the weakling magus, the magus will attack instead of casting a powerful spell).
201~300 Player recognition raised to 1/4th.
301~500 Player recognition risen to 1/3rd.

In games where Wisdom is not present, the character's level controls their A.I. efficiency.

Spell Power

Starting with Dragon Quest VIII, Wisdom has also begun to effect the potency and power of spells, such as raising Frizz's power from 10~13 to 21~24 at higher values. Each spell has it's own growth rate, with some taking up to five points of wisdom to increase in damage, and others as few as two.

Any character can consume a seed of wisdom to increase this attribute.

Luck

DQIII Luck.png

Dragon Quest III: The Seeds of Salvation & Dragon Quest IV: Chapters of the Chosen

In all versions of III and IV, Luck affects your character's chances of being affected by status ailments such as Snooze, Fizzle, and Dazzle. Each enemy spell has a different base accuracy that is lowered as the stat rises, being calculated as Probability(P) = (384 - LUCK) * MOD / 65536.

MOD Staus ailments
160 Dazzle, Deceleratle
128 Sap, Kasap, Kamikazee (locked)
96 Snooze, Fizzle
64 Fuddle
32 Whack, Thwack

Dragon Quest V: Hand of the Heavenly Bride

In V Luck determines the accuracy of an enemy curse rather than status ailment spells, with fixed accuracy rates assigned to enemy spells.

Style

Style is the predecessor of the Charm attribute to be found in later games, and as such it describes a character's innate charisma and attractiveness. Style determines a character's placement in the contests such as the World Style Ranking in Chateau de Sass and the Excellence Grading Organisation.

A common misconception is that style influences the Luminary vocation's ability to stun monsters. This is false, as the stun chance is based on the character's ranking in the vocation rather than any stat.

Any character can increase their style by consuming a pretty betsy.

Deftness

Deftness measures the ability of a character to steal an item from an enemy, as well as controlling how frequently a character may perform a critical hit, performing preemptive strikes on enemies, and the ability to escape from battle.

Dragon Quest IX: Sentinels of the Starry Skies

Steal rate is calculated as: Steal rate formula.PNG

Critical Hit rate is calculated as Deftness/100 + 3% (with weapon skill trait boost). Wearing the Critical Acclaim will add another 4%, and thus the maximum rate is 16.99% at 999 deftness.

Dragon Quest X

Currently unknown.

Dragon Quest XI: Echoes of an Elusive Age

Erik's steal rate is calculated as Deftness/20, meaning that every 20 points will increase his chance for success by 1%. With his guile bonuses this brings the maximum rate to 75%.

Similarly, the critical hit rate is calculated as Deftness/200, with limits the natural cap to 5%.

Any character can consume a seed of deftness to increase this attribute.

Charm

Charm is a measurement of a character's attractiveness. Introduced in Dragon Quest IX, it is added to a character's equipment style rating in determining how often they may enthrall a monster. Enraptured foes have a 95% chance to be stunned for 1~2 turns, and a 5% chance to become paralyzed.

Magical Mending

Magical Mending determines how powerful a character's healing spells will be. Introduced in Dragon Quest IX, it is calculated in all healing spells, as well as certain offensive skills and spells such as Solar Flair and the Whack line.

Any character can consume a seed of therapeusis to increase this attribute.

Magical Might

Magical Might determines how powerful a character's attack spells will be. Introduced in Dragon Quest IX, it is calculated in all offensive magical spells, as well as select skills such as Gigaslash, and as part of the accuracy of status spells such as fizzle.

Any character can consume a seed of sorcery to increase this attribute.

Derived stats

Attack

Attack is used to determine how hard a character can hit with melee attacks. It is checked against the enemy's Defense in calculation of damage inflicted.

Attack is derived from a character's strength stat added to their weapon's attack bonus, which is then divided by two, plus further bonuses from certain accessories or vocation traits.

Defense

Defense is the sum of a character's Resilience and Armour equipped, if any, checked against the enemy's Attack in calculations for damage. Every four points of defence reduces enemy damage by one point. It has no effect on magical or breath damage, which are dependent on spells/skills and equipment traits.

In the NES titles, as well as all versions of Dragon Quest III, Defense is the sum of half a character's Agility and the sum of their armor's durability.

Evasion

The base chance to dodge an enemy blow in any game is always 1.5625% (164). This can be further raised through equipment and vocation bonuses if available, such as the Dark robe and Dancer.

In VI, VII, and VIII a character's agility will also determine their probability to dodge physical strikes. The game's programming checks the agility stat of the target before an attack is made, and if the stat surpasses a certain value then the programming checks to see if the blow lands:

Dragon Quest VI & Dragon Quest VII

If a character's agility is below 400, evasion is calculated as {(Agility/80)+3}/192 for a cap of 1/24 at 400. Once a character's agility surpasses 400, evasion is calculated as ([{(Agility-400)*6}/25]+8)/192 for a maximum dodge rate of 1/6 at 500. In other words, the evade chances are:

Agility Chance to evade
1 1.56%
50 1.89%
100 2.21%
200 2.86%
300 3.52%
400 4.17%
401 4.29%
425 7.29%
450 10.42%
475 13.54%
500 16.67%
  • Factors such as vocation bonuses and the effects of spells and skill also influence dodge rates.

Dragon Quest VIII

Agility Chance to evade
1~249 1.56%
250~499 3.12%
500~749 6.25%
750~998 12.5%
999 25%
  • Note: if a character has raised his or her Fisticuffs level to receive an increase in evasion, the default is raised to 50% before stacking with all other bonuses. The character's level must be higher than the attacking enemy's for the boost to take effect.

As can be inferred, the spell acceleratle is vitally important when battling strong foes, even slower ones.

Trivia

  • Wisdom's relation to A.I. was not revealed through an official square-enix channel, but the November 10th, 2000 issue of Dengeki! Playstation magazine (電撃PlayStation). The issue featured an article that was a response to reader mail asking what the purpose of the stat was, and described an experiment with Ruff and healing wounded allies--the wild child would only use Kerplunk Dance when his wisdom was at 63, even if other characters were only at half health. The article went on to state that once his wisdom broke the 100 threshold and the test began again, Ruff would use Hustle Dance instead, recognizing that the greater healing power in the former skill was too costly for a non-emergency situation.

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